RE: A EUPHORIA Database

new topic     » goto parent     » topic index » view thread      » older message » newer message

OK, I've unbroken the designer program for designing cards.  As I mentioned,
it uses EuSQL (you'll need to d/l separately), which uses EDS databases.  It
also uses a modified version of eu.ex (euscript.e) to run a scripting
language.  Actually, it doesn't do much in this app, other than help you
debug code in the cards.  One thing I didn't mention is that you'll have to
make global convPctToPixel() in win32lib.  There's no real help, but most of
the buttons have tooltips, and it should be fairly obvious what they do.  If
I ever work on this again, I'll probably use Don's new editor control rather
than a richedit for the code editing.

There's also a playable version of the game up on my site, although it uses
a stupid file format (print/get), and you don't get any source--it's a bound
exe, but the newest versions (when they work) look pretty much the same to
the player.

http://www14.brinkster.com/matthewlewis/projects.html

Matt Lewis

> -----Original Message-----
> From: C. K. Lester [mailto:cklester at yahoo.com]

> > > > > P.S. Yes, this is for a collectible card game card database...
> > > > One of the reasons I wrote EuSQL. :)
> > > Would you mind sharing some code or insights into what you've
> > > already done... maybe some hints/tips/tricks?
> > 
> > The code's all there on my page
> > (http://www14.brinkster.com/matthewlewis/projects.html).
> > Apparently I just have an old executable version of the
> > game up there.  The latest (as of about a year and a
> > half ago :) uses a modified version of Dave Cuny's eu.ex
> > to run Eu script, plus stores all the cards/decks in a
> > EuSQL db.  I also had an editor for creating/editing new
> > cards.  I'll see what I can dig out of mothballs if
> > anyone's interested.
> 
> /me raises hand and says, "I'm interested!"
> 
> I'm involved in playtesting two new CCG games (both in the 
> concept-testing phase) and I want to put together a CCG simulator to 
> make things easier for testing. It won't know the rules of 
> the game, but 
> it will be able to manage card distribution during the game. For 
> instance, I should be able to specify how many players (generally 2), 
> deck composition, then card placement to DECK, playfield position x, 
> Discard Pile, etc... (for however many playfield positions I define).
> 
> If anyone wants to help, email me privately. This would be 
> for the CCG 
> Simulator/Player only, NOT the games. I'm under NDA right now 
> for that 
> stuff.
> 
> 
> 
>

new topic     » goto parent     » topic index » view thread      » older message » newer message

Search



Quick Links

User menu

Not signed in.

Misc Menu